Open your mind and discover your power as you explore the world of Spectromancer! A turn-based online fantasy card game, co-designed by Magic: The Gathering's Richard Garfield and Alexey Stankevich, creator of Astral Tournament and Astral Masters, Spectromancer allows players to participate in a magical duel against other mages by...

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“This game has more to offer than it first appears once you get a grasp on the basic mechanics you find yourself becoming more engaged and wanting to progress further making it a great card game.”
8/10 – GDN

“The lack of deck customization may scare off a few veteran players, but at the same time, it brings a new level of strategy to the game.”
90/100 – Game Vortex

“Spectromancer might not be the best-looking game on PC, and it might not have the best bells and whistles of games that came out in the last 10 years; the one thing that it does have is amazingly fun and deep gameplay.”
8/10 – MyGamer

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Open your mind and discover your power as you explore the world of Spectromancer! A turn-based online fantasy card game, co-designed by Magic: The Gathering's Richard Garfield and Alexey Stankevich, creator of Astral Tournament and Astral Masters, Spectromancer allows players to participate in a magical duel against other mages by strategically summoning creatures and casting spells.
Play as one of six powerful types of wizards and take on the corrupt council of magic and its innumerable minions. Each mage uses five magical elements during a duel - Fire, Water, Air, Earth and a fifth related to the specific mage type. Using one of six mage types in the game, Clerics, Mechanicians, Necromancers, Chaosmasters, Dominators and Illusionists, players duel against the computer or against other online players live. By adding new spells and new allies to your side, players will open new strategic options to master.
Spectromancer provides a varied pallet of foes and environments that force players to watch every turn of a card. Each player takes on a journey of discovery reflected in the tricks they master as a player, with the challenges increasing in multi-player, Spectromancer pits players against hundreds of challenges of amazing tactical depth.

Co-designed by Richard Garfield, the creator of Magic: The Gathering

A turn-based strategy game with an elegant interface and great depth

Wide variety of spells and mages gives nearly endless replay value

Multiple levels of difficulty to provide player of all skill levels a challenge

Play as one of six different types of mages, each with unique spells and strategies

Pit yourself against players from around the world in multi-player play

Build your character's spells and abilities over time in the extensive campaign

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The game has an elegant simplicity that quickly draws you in and enough strategic depth to keep you playing for many hours. It's been my favorite go-to game for a quick fix gaming session for many months now. In fact, while I've purchased lots of other computer based card games over the years, I haven't enjoyed any of them as much as Spectromancer since the long-ago release of Microprose's Magic the Gathering. If you enjoy this type of strategy game and can have fun without the bells and whistles of state-of-the-art animations, elaborate sound effects or eye candy graphics, Spectromancer offers great value for your money.

Great game but beware, draconic DRM you can only install the game 5 times then your key becomes blocked. Wouldn't have bought this if I new that, and no more buying DLC for me. Not a recommended game to buy until DRM is removed.

First off, buy the BASE GAME + the GATHERING OF POWER expansion. It includes all the features and content of the other two DLCs and it's a very naughty move on part of the developers to still sell the older two expansions on Steam, potentially making you pay $30 to buy all the expansion content, when you can be buying it for $10.

With this unpleasant situation out of the way and despite it, I still highly recommend the game. It is co-developed by Richard Garfield of Magic: The Gathering and Netrunner fame. The game uses many concepts similar to MTG but is presented in a more casual framework. The major differences from MTG are: a) no card draw or deck but a set of semi-random given cards that don't 'run out' and are always available to cast if you have the mana, b) slot-based battlefield with two lines of 6 slots in which players summon creatures.

Spectromancer is far easier to pick up and play compared to MTG. As there is no deck building, gameplay offers more limited options but the game livens things up with its unique class system, with each class getting its separate set of cards. Creature interplay is far more important and summoning order and spell support often require as much strategy as a game of MTG.

Multiplayer, a very big factor for Spectromancer's appeal, is still alive and well, with available players at all times and lots of replayability given the large number of classes available.

This is not a TCG (trading card game) and that's what makes it so great.There is no card collection or deck building, each game you get a random selection of 12 basic cards out of the game's pool of 48 basic cards and 4 special cards from the class of your choosing. "So what if I get completely screwed over and only get bad cards?" - That doesn't happen because a) the game is incredibly balanced, every card has its use and strength b) the selection isn't totally random, the game makes sure that you have 2 healing cards every game and that it's a fair mix of low and high cost cards ad that you always have board clear cards.So to get back on point what makes the lack of deck-building great is that you have to adapt to your cards every game. Do i try to get an advantage by being more mana-efficient than my opponent, do I try to win via board control or do I just rush my opponent? If you want to win you have to play to your decks strength. Also a big part of the game is reading your opponent and predicting what cards he has.

One example: I'm ahead in board control, my opponent just played a very low impact card and he has a lot of fire mana saved up, that means that he is probably preparing to play Armageddon which deals a lot of damage to all creature on the board. So if I correctly predict this I can take advantage of it by not overcommitting and not playing any expensive creatures next turn because they'd probably die.Advanced players will use this to bluff you. e.g. a player might save up a lot of air mana which makes the opponent afraid of the spell Lightning Bolt, which deals massive damage to the enemy player's hp. So the opponent may waste his turn by casting expensive heals even though it was a bluff and the opponent doesn't have Lightning Bolt.All this predicting and bluffing wouldn't work as well if the game didn't have a limited number of cards.

Oh I almost forgot the most important point about not being a TCG, the game isn't pay to win, it's all about skill.

Other important points:- The game has still an active online community even though the game is 5 years old- The computer AI is really clever and good at predicting your moves, so if you don't like online play, it's never boring to play against the computer- The campaign is pretty okay, every fight has special rules, so it's nice and varied, though as I said the best thing about the game is the online play- you can get a lot of value out of the demo. I played like a hundred online games before I bought the game (but a year or so ago they added a 5 games per day restriction to the demo)

From the mind of Richard Garfield, creator of Magic the Gathering, and other similar gifted people.

This is NOT a ccg, there is no collectible aspect. The available cards are determined by class, and randomiser. Don't worry, there are not that many cards that the randomiser can screw you to any relevant degree.

The single player game is fun, but it is in multi that this game truly shines. Very enjoyable.

Addicting card game that eliminates the maddening tendencies of most TCGs. Everyone gets the same deck, more or less, so money won't buy you special cards. There's an active multiplayer community and is a great game solo as well. Incredibly simple, but really works.

A great calculated mind game that is an easy alternative to playing magic or chess. The story mode provides unique challenges as well as giving a sense of growth throughout the game. I'd suggest this game to any strategy loving gamers or any card game players.

Pretty solid CCG that has a noticably different game flow than other games like MTG. Maybe a bit simpler or more streamlined? Not an especially deep campaign plotline, but you can't really expect a novel. Several noticable typos but I think if they haven't fixed it by now they'll never go back to fix them.

Take care not to buy certain outdated DLC they offer on Steam because you'd just be wasting money.

For fans of Magic: The Gathering or trading card games in general, Spectromancer is not to be missed. Featuring a rich campaign and a variety of character classes that enhance replay value, you'll be drawn in to a game which is easy enough to learn but which requires dedication to master.

When the original Magic: The Gathering was created by WoTC, they never expected it to be so successful. It not only captured the hearts, minds and wallets of nerds everywhere who can't get enough of it, it made the founders wealthy beyond dreams of avarice. Just like the Federal Reserve convinced everyone that paper money was better than Gold, Wizards convinced nerds everywhere that cardboard was better than paper money. One day Wizards had an epiphany. If the Federal Reserve can print unlimited amounts of money, why not print unlimited amounts of cardboard? And so they did. In a perverted form of Magic Quantitative Easing, the printing presses ran non-stop. A litany of problems symptomatic of rush releases and lack of playtesting soon plagued the game: endless erratas, rule changes, Bannings, etc... The game slowly transformed from Magic: The Gathering into Lawyer: The Travesty. A game only someone like Phoenix Wright Ace Attorney can appreciate and Barristers play as a warm up to litigation. Co-created by legendary Wizards of the Coast founder Richard Garfield, it is not surprising that Spectromancer bears some resemblence to Magic. However there is no deck building and no rare power cards to 'collect'. The rules are simple and skill plays a bigger role than luck. A fun casual fantasy card game that can be enjoyed by people other than Rules-Lawyers.

I would like to present a strong reccomendation for Spectromancer, its multiplayer in particular. I don't have much opinion on single player, as I was drawn to duel games right away. But let it be said that there are several varying game modes in addition to a campaign.

Multiplayer duels is what made this game for me. There are no cards to be found or unlocked through winning or other achievements, no grinding. You have all the cards available to you right away (with an exception of expantion pack cards, which are additional entirely new decks).

Cards are dealt randomly, but within a predefined system, to keep things balanced. From then on, one gathers mana each turn and it's up to the player which cards to spend and when. This is a brilliant mix of luck and strategy, but with the point that you still have a chance of winning if you got bad luck. There are ways of bluffing your opponent, trying to outsmart them, manipulating them to reveal their hand, and various other tricks.

Through the two years that I have played this game, servers always have been populated enough so I would rarely have to wait more than 1 minute to find an opponent matched approximately to my level.

Its a card game. If you don't like sometimes losing because you draw a bad hand, you shouldn't want to ever play card games. Well, Spectromancer is a bit different.

There are 4 basic elements and 1 special element depending on your mage. For each element, there are 4 cards you can play costing various amounts of mana. These cards can either be spells or monsters. These cards are reused throughout the entire match. You don't get to choose which cards you get, and you don't draw cards. You may get a different combination of cards in different matches however as there are more than four cards in each element.

You can have up to 5 monsters on your side of the field. Normally you get one of each mana per turn, but some spells give mana and a few monsters boost mana generation.

I believe you start with 20 hit points and you can play a single card per turn. Gameplay is generally fast paced. You can die in a couple turns if your generated cards are weak against the enemy's. Since you get mana every turn, you can play several weaker monsters while waiting to cast a strong spell or monster.

Balance between monsters is pretty good. Some are virtually unkillable with regeneration, some hit the entire enemy row, some are immune to magical spells. Spells can range from healing the player to wiping the entire field. There are quite a few deck strategies to use, but since you don't pick you cards you generally decide the strategy on the first turn.

Cards that enhance mana generation are generally weak, but are very powerful in combination with monsters that grow stronger based on that type of mana. Use tanks to hold the line while nuking your opponent's life directly. Rushing the enemy down with swarms of low mana monsters. This isn't as strong since there are several spells that do damage to multiple creatures. It could be used to safely bring out a stronger monster once your opponent has nuked the field.

The campaign is pretty fun the first few times you play. The opponents start off fairly easy and then get pretty brutal. Different decks help keep the game fresh, and the random combination of cards means you can't rely on solely one combination of cards to win games.

I haven't tried the DLC, but they seem to add new mage types. These mage types represent the fifth element of mana. They are the unique cards that add even more depth to the game.

I believe this game has been in an Amazon bundle recently. Therefore it probably stands to reason that if you have a backlog, you can probably wait for the eventual sale to buy this game. With Hearthstone coming out in the future, I can't see much reason to buy this game. But since that's not out yet, you should pick this up if the game goes on sale. Fast paced card game with little rng.

A surprisingly engaging card game. Much better mechanics than Magic that reduces the random chance but doesn't eliminate it. A small but active multiplayer community and a challenging AI is included. Expansions are recommended.

This game is really fun and surprisingly addictive. It's kind of like a card game, but at the start of each game 20 cards are selected from your collection and those cards are the only cards available for that game. There's no drawing involved - all 20 are available to cast provided you have enough mana. There's a lot of variety as your deck will change from match to match, but also lets you do a lot of strategic planning during each duel as you don't have to rely on luck to draw the right card.

It showcases many of Richard Garfield's design philosophies, and is all around a very fun and interesting experience. One of the main points is that there is no deckbuilding: you have a semi-random pool of cards at each match, so it's kind of a Limited experience. This may read like a turn-off at first to some, but it's actually what prevents the game from becoming stale - you must always be versatile and adapt to the cards that you're given for each match.

The gameplay mechanics are extremely simple when compared to Magic: the Gathering, most experienced gamers should be able deduce all of them without needing to read the in-game manual. But the cards are interesting and the game is very interactive, so those simple mechanics still allow for a deep gameplay that involves a lot of decision-making.

The game AI is surprisingly decent and can pose a nice and entertaining challenge at the higher difficulty levels. There's a great free demo available to try the game out.